Brawling

✪ Brawler [Fists]

You’re at home in any big old burly brawl, with multiple opponents and ideally some beer in you.
Whenever you are personally outnumbered in a fight (i.e., when someone gets to attack you at a bonus due to a numerical advantage) your defense rolls with Fists are at +1. When fighting two or more minions, you deal one additional stress on a successful hit.

✪ Dirty Fighter [Fists]

Requires Brawler

Your character has a talent for fighting dirty and is experienced in pulling all manner of tricks in order to get the upper hand on his opponents. By exploiting an opponent’s weakness, you are able to strike deep and true. Any time you tag an opponent’s aspect in a fight, you get an additional +1 on the roll.

✪ Crippling Blow [Fists]

Requires Dirty Fighter

When you injure an opponent with your Fists, you may spend a fate point to force the target to take a consequence rather than check off a box. This can only be done once per opponent in a given fight scene. The target may choose not to take the consequence if he is willing to concede.

✪ Signature Strike [Fists]

Requires Crippling Blow (above) or Fist of Death (below)

Your character has a specific attack which he has honed to devastating perfection. It may be a formalized punch with an appropriately dramatic name (Thousand Whirlwinds Strike As One!) or may be as informal as complete mastery of the kick in the crotch.
Once per fight scene, the character may use this strike. To do so, the player must clearly describe whatever posturing or preamble the strike requires, declare he’s using the strike, and roll the dice.
If the strike successfully damages the opponent (inflicts stress or a consequence by itself), it imposes a consequence in addition to treating the attack normally (such as checking off a box due to stress inflicted). This means that if the the stress would normally produce a consequence, the victim will end up taking two consequences.

✪ Mix it Up [Fists]

Requires Brawler

Overwhelming odds are your bread and butter. You are used to dodging and twisting, keeping multiple opponents in each other’s way. You actually get better the more people pile onto you. You may save up your spin whenever you gain it on a defense, and apply it to your next attack, no matter how many other actions happen in between. Multiple successful, spin-generating defenses may allow you to save up multiple points of spin, for a single large bonus on your next attack.

✪ Army of One [Fists]

Requires Mix it Up

You are a one-man army; the odds don’t matter to you. Whenever you are attacked, opponents simply do not get a bonus to their attacks due to an advantage of numbers.

✪ Whatever’s on Hand [Fists]

Requires Brawler

The character is skilled in the use of improvised weapons, and may use Fists instead of the Weapons skill when using an improvised weapon. Improvised weapons tend to break, and thus don’t usually last for more than one exchange, so players are encouraged to choose weapons which smash dramatically.

✪ Fists of Fury [Fists]

Requires Brawler

Swinging wildly and with force, the character strikes at an opponent over and over again, wearing down his defense with each blow. Against such an onslaught, there is simply no good defense. Opponents who attempt to use an all-out defense against your Fists attacks do not get a +2 bonus.

Kung Fu

✪ Martial Arts [Fists]

Your training in the martial practices of the Far East have honed your abilities with your Fists into a finely disciplined form that is part combat skill, part art form. This gives you an acute insight into the means and methods of barehanded warfare.
You may use your Fists skill to study an opponent by engaging him and testing his defenses with your own martial techniques. You must do this as a full action during an exchange. Your target must defend against this action, which is essentially a maneuver, with his Fists skill.
If you succeed, you have gained insight to your target’s fighting techniques, and may place an aspect on the target, as with a successful maneuver. Whenever you tag this aspect, you gain an additional +1 to your roll, for a total of +3 instead of the normal tagging bonus of +2.

✪ Brickbreaker [Fists]

Requires Martial Arts

You are able to focus the force of your blows into a concentrated, small area that is devastating to solid materials. Any stress you deal to a non-character target with Fists is doubled, once per exchange.

✪ Demoralizing Stance [Fists]

Requires Martial Arts

As a trained fighter, you are able to adopt a stance that makes it unequivocally clear how capable you are of handing someone his ass. Whenever displaying your fighting stance or techniques, you may roll Fists instead of Intimidation.

✪ Flying Kick [Fists]

Requires Martial Arts

You are able to leap through the air, leading with a powerful kick that can lay an unsuspecting opponent out. You may move one zone and launch a Fists attack without taking a penalty for moving, or you may move two zones and make an attack at -1. All other actions, including those with Fists, that are not a Fists attack described as a flying kick, require a roll at -1 if you move a single zone on your action, as normal.

✪ Flow like Water [Fists]

Requires Martial Arts

Whenever you mount a full defense, you gain an additional +1 to your Fists rolls, for a potent total defense bonus of +3.

✪ Bend like the Reed [Fists]

Requires Flow Like Water

You have a flexible martial arts style that allows you to turn an opponent’s force against himself. Whenever you gain spin on a defense, you may immediately take a free action against the attacker to make a throw maneuver (see page XX).

✪ Lethal Weapon [Fists]

Requires Martial Arts

Your martial skill is dedicated to dishing out punishment, and your hands are practically illegal in most civilized countries. Any time your opponent opts to take a mild or moderate consequence from a blow you have dealt, you may spend a fate point to increase the severity of that consequence by one step, increasing mild to moderate and moderate to severe. The opponent may then reconsider whether to take the consequence, or instead offer a concession. You may not do this to an opponent who is already taking a severe consequence.

✪ Fist of Death [Fists]

Requires Lethal Weapon

By concentrating your force into a powerful blow, you may devastate even the most potent of opponents. Once per opponent per fight, you may spend a fate point after landing a successful blow to fill your opponent’s highest unchecked stress box, regardless of how much stress you would normally inflict.